1:recision highp float;
2:recision highp int;
3:define SHADER_NAME MeshPhongMaterial
4:define GAMMA_FACTOR 2
5:niform mat4 viewMatrix;
6:niform vec3 cameraPosition;
7:define TONE_MAPPING
8:ifndef saturate
9:#define saturate(a) clamp( a, 0.0, 1.0 )
 #endif
 uniform float toneMappingExposure;
 uniform float toneMappingWhitePoint;
 vec3 LinearToneMapping( vec3 color ) {
 	return toneMappingExposure * color;
 }
 vec3 ReinhardToneMapping( vec3 color ) {
 	color *= toneMappingExposure;
 	return saturate( color / ( vec3( 1.0 ) + color ) );
 }
 #define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )
 vec3 Uncharted2ToneMapping( vec3 color ) {
 	color *= toneMappingExposure;
 	return saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );
 }
 vec3 OptimizedCineonToneMapping( vec3 color ) {
 	color *= toneMappingExposure;
 	color = max( vec3( 0.0 ), color - 0.004 );
 	return pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );
 }
 
 vec3 toneMapping( vec3 color ) { return LinearToneMapping( color ); }
 
 vec4 LinearToLinear( in vec4 value ) {
 	return value;
 }
 vec4 GammaToLinear( in vec4 value, in float gammaFactor ) {
 	return vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );
 }
 vec4 LinearToGamma( in vec4 value, in float gammaFactor ) {
 	return vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );
 }
 vec4 sRGBToLinear( in vec4 value ) {
 	return vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );
 }
 vec4 LinearTosRGB( in vec4 value ) {
 	return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );
 }
 vec4 RGBEToLinear( in vec4 value ) {
 	return vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );
 }
 vec4 LinearToRGBE( in vec4 value ) {
 	float maxComponent = max( max( value.r, value.g ), value.b );
 	float fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );
 	return vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );
 }
 vec4 RGBMToLinear( in vec4 value, in float maxRange ) {
 	return vec4( value.rgb * value.a * maxRange, 1.0 );
 }
 vec4 LinearToRGBM( in vec4 value, in float maxRange ) {
 	float maxRGB = max( value.r, max( value.g, value.b ) );
 	float M = clamp( maxRGB / maxRange, 0.0, 1.0 );
 	M = ceil( M * 255.0 ) / 255.0;
 	return vec4( value.rgb / ( M * maxRange ), M );
 }
 vec4 RGBDToLinear( in vec4 value, in float maxRange ) {
 	return vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );
 }
 vec4 LinearToRGBD( in vec4 value, in float maxRange ) {
 	float maxRGB = max( value.r, max( value.g, value.b ) );
 	float D = max( maxRange / maxRGB, 1.0 );
 	D = min( floor( D ) / 255.0, 1.0 );
 	return vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );
 }
 const mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );
 vec4 LinearToLogLuv( in vec4 value )  {
 	vec3 Xp_Y_XYZp = value.rgb * cLogLuvM;
 	Xp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );
 	vec4 vResult;
 	vResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;
 	float Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;
 	vResult.w = fract( Le );
 	vResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;
 	return vResult;
 }
 const mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );
 vec4 LogLuvToLinear( in vec4 value ) {
 	float Le = value.z * 255.0 + value.w;
 	vec3 Xp_Y_XYZp;
 	Xp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );
 	Xp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;
 	Xp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;
 	vec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;
 	return vec4( max( vRGB, 0.0 ), 1.0 );
 }
 
 vec4 mapTexelToLinear( vec4 value ) { return LinearToLinear( value ); }
 vec4 matcapTexelToLinear( vec4 value ) { return LinearToLinear( value ); }
 vec4 envMapTexelToLinear( vec4 value ) { return LinearToLinear( value ); }
 vec4 emissiveMapTexelToLinear( vec4 value ) { return LinearToLinear( value ); }
 vec4 linearToOutputTexel( vec4 value ) { return LinearToGamma( value, float( GAMMA_FACTOR ) ); }
 
 
 					uniform vec2 uScreenSize;
 					uniform sampler2D uPrevDepthTexture;
 					uniform int uLayer;
 					uniform int uDepthPeel;
 					uniform float uDepthOffset;
 
 					
 vec3 packNormalToRGB( const in vec3 normal ) {
 	return normalize( normal ) * 0.5 + 0.5;
 }
 vec3 unpackRGBToNormal( const in vec3 rgb ) {
 	return 2.0 * rgb.xyz - 1.0;
 }
 const float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;
 const vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256.,  256. );
 const vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );
 const float ShiftRight8 = 1. / 256.;
 vec4 packDepthToRGBA( const in float v ) {
 	vec4 r = vec4( fract( v * PackFactors ), v );
 	r.yzw -= r.xyz * ShiftRight8;	return r * PackUpscale;
 }
 float unpackRGBAToDepth( const in vec4 v ) {
 	return dot( v, UnpackFactors );
 }
 float viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {
 	return ( viewZ + near ) / ( near - far );
 }
 float orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {
 	return linearClipZ * ( near - far ) - near;
 }
 float viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {
 	return (( near + viewZ ) * far ) / (( far - near ) * viewZ );
 }
 float perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {
 	return ( near * far ) / ( ( far - near ) * invClipZ - far );
 }
 
 					uniform sampler2D uPrevColorTexture;
 
 					#define PHONG
 uniform vec3 diffuse;
 uniform vec3 emissive;
 uniform vec3 specular;
 uniform float shininess;
 uniform float opacity;
 #define PI 3.14159265359
 #define PI2 6.28318530718
 #define PI_HALF 1.5707963267949
 #define RECIPROCAL_PI 0.31830988618
 #define RECIPROCAL_PI2 0.15915494
 #define LOG2 1.442695
 #define EPSILON 1e-6
 #define saturate(a) clamp( a, 0.0, 1.0 )
 #define whiteCompliment(a) ( 1.0 - saturate( a ) )
 float pow2( const in float x ) { return x*x; }
 float pow3( const in float x ) { return x*x*x; }
 float pow4( const in float x ) { float x2 = x*x; return x2*x2; }
 float average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }
 highp float rand( const in vec2 uv ) {
 	const highp float a = 12.9898, b = 78.233, c = 43758.5453;
 	highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
 	return fract(sin(sn) * c);
 }
 struct IncidentLight {
 	vec3 color;
 	vec3 direction;
 	bool visible;
 };
 struct ReflectedLight {
 	vec3 directDiffuse;
 	vec3 directSpecular;
 	vec3 indirectDiffuse;
 	vec3 indirectSpecular;
 };
 struct GeometricContext {
 	vec3 position;
 	vec3 normal;
 	vec3 viewDir;
 };
 vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
 	return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
 }
 vec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {
 	return normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );
 }
 vec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {
 	float distance = dot( planeNormal, point - pointOnPlane );
 	return - distance * planeNormal + point;
 }
 float sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {
 	return sign( dot( point - pointOnPlane, planeNormal ) );
 }
 vec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {
 	return lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;
 }
 mat3 transposeMat3( const in mat3 m ) {
 	mat3 tmp;
 	tmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );
 	tmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );
 	tmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );
 	return tmp;
 }
 float linearToRelativeLuminance( const in vec3 color ) {
 	vec3 weights = vec3( 0.2126, 0.7152, 0.0722 );
 	return dot( weights, color.rgb );
 }
 
 
 #if defined( DITHERING )
 	vec3 dithering( vec3 color ) {
 		float grid_position = rand( gl_FragCoord.xy );
 		vec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );
 		dither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );
 		return color + dither_shift_RGB;
 	}
 #endif
 
 #ifdef USE_COLOR
 	varying vec3 vColor;
 #endif
 
 #if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )
 	varying vec2 vUv;
 #endif
 #if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )
 	varying vec2 vUv2;
 #endif
 #ifdef USE_MAP
 	uniform sampler2D map;
 #endif
 
 #ifdef USE_ALPHAMAP
 	uniform sampler2D alphaMap;
 #endif
 
 #ifdef USE_AOMAP
 	uniform sampler2D aoMap;
 	uniform float aoMapIntensity;
 #endif
 #ifdef USE_LIGHTMAP
 	uniform sampler2D lightMap;
 	uniform float lightMapIntensity;
 #endif
 #ifdef USE_EMISSIVEMAP
 	uniform sampler2D emissiveMap;
 #endif
 
 #if defined( USE_ENVMAP ) || defined( PHYSICAL )
 	uniform float reflectivity;
 	uniform float envMapIntensity;
 #endif
 #ifdef USE_ENVMAP
 	#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )
 		varying vec3 vWorldPosition;
 	#endif
 	#ifdef ENVMAP_TYPE_CUBE
 		uniform samplerCube envMap;
 	#else
 		uniform sampler2D envMap;
 	#endif
 	uniform float flipEnvMap;
 	uniform int maxMipLevel;
 	#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )
 		uniform float refractionRatio;
 	#else
 		varying vec3 vReflect;
 	#endif
 #endif
 
 #ifdef TOON
 	uniform sampler2D gradientMap;
 	vec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {
 		float dotNL = dot( normal, lightDirection );
 		vec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );
 		#ifdef USE_GRADIENTMAP
 			return texture2D( gradientMap, coord ).rgb;
 		#else
 			return ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );
 		#endif
 	}
 #endif
 
 #ifdef USE_FOG
 	uniform vec3 fogColor;
 	varying float fogDepth;
 	#ifdef FOG_EXP2
 		uniform float fogDensity;
 	#else
 		uniform float fogNear;
 		uniform float fogFar;
 	#endif
 #endif
 
 float punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {
 #if defined ( PHYSICALLY_CORRECT_LIGHTS )
 	float distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );
 	if( cutoffDistance > 0.0 ) {
 		distanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );
 	}
 	return distanceFalloff;
 #else
 	if( cutoffDistance > 0.0 && decayExponent > 0.0 ) {
 		return pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );
 	}
 	return 1.0;
 #endif
 }
 vec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {
 	return RECIPROCAL_PI * diffuseColor;
 }
 vec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {
 	float fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );
 	return ( 1.0 - specularColor ) * fresnel + specularColor;
 }
 float G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {
 	float a2 = pow2( alpha );
 	float gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );
 	float gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );
 	return 1.0 / ( gl * gv );
 }
 float G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {
 	float a2 = pow2( alpha );
 	float gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );
 	float gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );
 	return 0.5 / max( gv + gl, EPSILON );
 }
 float D_GGX( const in float alpha, const in float dotNH ) {
 	float a2 = pow2( alpha );
 	float denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;
 	return RECIPROCAL_PI * a2 / pow2( denom );
 }
 vec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {
 	float alpha = pow2( roughness );
 	vec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );
 	float dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );
 	float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );
 	float dotNH = saturate( dot( geometry.normal, halfDir ) );
 	float dotLH = saturate( dot( incidentLight.direction, halfDir ) );
 	vec3 F = F_Schlick( specularColor, dotLH );
 	float G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );
 	float D = D_GGX( alpha, dotNH );
 	return F * ( G * D );
 }
 vec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {
 	const float LUT_SIZE  = 64.0;
 	const float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;
 	const float LUT_BIAS  = 0.5 / LUT_SIZE;
 	float dotNV = saturate( dot( N, V ) );
 	vec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );
 	uv = uv * LUT_SCALE + LUT_BIAS;
 	return uv;
 }
 float LTC_ClippedSphereFormFactor( const in vec3 f ) {
 	float l = length( f );
 	return max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );
 }
 vec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {
 	float x = dot( v1, v2 );
 	float y = abs( x );
 	float a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;
 	float b = 3.4175940 + ( 4.1616724 + y ) * y;
 	float v = a / b;
 	float theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;
 	return cross( v1, v2 ) * theta_sintheta;
 }
 vec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {
 	vec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];
 	vec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];
 	vec3 lightNormal = cross( v1, v2 );
 	if( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );
 	vec3 T1, T2;
 	T1 = normalize( V - N * dot( V, N ) );
 	T2 = - cross( N, T1 );
 	mat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );
 	vec3 coords[ 4 ];
 	coords[ 0 ] = mat * ( rectCoords[ 0 ] - P );
 	coords[ 1 ] = mat * ( rectCoords[ 1 ] - P );
 	coords[ 2 ] = mat * ( rectCoords[ 2 ] - P );
 	coords[ 3 ] = mat * ( rectCoords[ 3 ] - P );
 	coords[ 0 ] = normalize( coords[ 0 ] );
 	coords[ 1 ] = normalize( coords[ 1 ] );
 	coords[ 2 ] = normalize( coords[ 2 ] );
 	coords[ 3 ] = normalize( coords[ 3 ] );
 	vec3 vectorFormFactor = vec3( 0.0 );
 	vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );
 	vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );
 	vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );
 	vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );
 	float result = LTC_ClippedSphereFormFactor( vectorFormFactor );
 	return vec3( result );
 }
 vec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {
 	float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );
 	const vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );
 	const vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );
 	vec4 r = roughness * c0 + c1;
 	float a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;
 	vec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;
 	return specularColor * AB.x + AB.y;
 }
 float G_BlinnPhong_Implicit( ) {
 	return 0.25;
 }
 float D_BlinnPhong( const in float shininess, const in float dotNH ) {
 	return RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );
 }
 vec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {
 	vec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );
 	float dotNH = saturate( dot( geometry.normal, halfDir ) );
 	float dotLH = saturate( dot( incidentLight.direction, halfDir ) );
 	vec3 F = F_Schlick( specularColor, dotLH );
 	float G = G_BlinnPhong_Implicit( );
 	float D = D_BlinnPhong( shininess, dotNH );
 	return F * ( G * D );
 }
 float GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {
 	return ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );
 }
 float BlinnExponentToGGXRoughness( const in float blinnExponent ) {
 	return sqrt( 2.0 / ( blinnExponent + 2.0 ) );
 }
 
 uniform vec3 ambientLightColor;
 vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {
 	vec3 irradiance = ambientLightColor;
 	#ifndef PHYSICALLY_CORRECT_LIGHTS
 		irradiance *= PI;
 	#endif
 	return irradiance;
 }
 #if 0 > 0
 	struct DirectionalLight {
 		vec3 direction;
 		vec3 color;
 		int shadow;
 		float shadowBias;
 		float shadowRadius;
 		vec2 shadowMapSize;
 	};
 	uniform DirectionalLight directionalLights[ 0 ];
 	void getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {
 		directLight.color = directionalLight.color;
 		directLight.direction = directionalLight.direction;
 		directLight.visible = true;
 	}
 #endif
 #if 1 > 0
 	struct PointLight {
 		vec3 position;
 		vec3 color;
 		float distance;
 		float decay;
 		int shadow;
 		float shadowBias;
 		float shadowRadius;
 		vec2 shadowMapSize;
 		float shadowCameraNear;
 		float shadowCameraFar;
 	};
 	uniform PointLight pointLights[ 1 ];
 	void getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {
 		vec3 lVector = pointLight.position - geometry.position;
 		directLight.direction = normalize( lVector );
 		float lightDistance = length( lVector );
 		directLight.color = pointLight.color;
 		directLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );
 		directLight.visible = ( directLight.color != vec3( 0.0 ) );
 	}
 #endif
 #if 0 > 0
 	struct SpotLight {
 		vec3 position;
 		vec3 direction;
 		vec3 color;
 		float distance;
 		float decay;
 		float coneCos;
 		float penumbraCos;
 		int shadow;
 		float shadowBias;
 		float shadowRadius;
 		vec2 shadowMapSize;
 	};
 	uniform SpotLight spotLights[ 0 ];
 	void getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight  ) {
 		vec3 lVector = spotLight.position - geometry.position;
 		directLight.direction = normalize( lVector );
 		float lightDistance = length( lVector );
 		float angleCos = dot( directLight.direction, spotLight.direction );
 		if ( angleCos > spotLight.coneCos ) {
 			float spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );
 			directLight.color = spotLight.color;
 			directLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );
 			directLight.visible = true;
 		} else {
 			directLight.color = vec3( 0.0 );
 			directLight.visible = false;
 		}
 	}
 #endif
 #if 0 > 0
 	struct RectAreaLight {
 		vec3 color;
 		vec3 position;
 		vec3 halfWidth;
 		vec3 halfHeight;
 	};
 	uniform sampler2D ltc_1;	uniform sampler2D ltc_2;
 	uniform RectAreaLight rectAreaLights[ 0 ];
 #endif
 #if 0 > 0
 	struct HemisphereLight {
 		vec3 direction;
 		vec3 skyColor;
 		vec3 groundColor;
 	};
 	uniform HemisphereLight hemisphereLights[ 0 ];
 	vec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {
 		float dotNL = dot( geometry.normal, hemiLight.direction );
 		float hemiDiffuseWeight = 0.5 * dotNL + 0.5;
 		vec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );
 		#ifndef PHYSICALLY_CORRECT_LIGHTS
 			irradiance *= PI;
 		#endif
 		return irradiance;
 	}
 #endif
 
 varying vec3 vViewPosition;
 #ifndef FLAT_SHADED
 	varying vec3 vNormal;
 #endif
 struct BlinnPhongMaterial {
 	vec3	diffuseColor;
 	vec3	specularColor;
 	float	specularShininess;
 	float	specularStrength;
 };
 void RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {
 	#ifdef TOON
 		vec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;
 	#else
 		float dotNL = saturate( dot( geometry.normal, directLight.direction ) );
 		vec3 irradiance = dotNL * directLight.color;
 	#endif
 	#ifndef PHYSICALLY_CORRECT_LIGHTS
 		irradiance *= PI;
 	#endif
 	reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );
 	reflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;
 }
 void RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {
 	reflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );
 }
 #define RE_Direct				RE_Direct_BlinnPhong
 #define RE_IndirectDiffuse		RE_IndirectDiffuse_BlinnPhong
 #define Material_LightProbeLOD( material )	(0)
 
 #ifdef USE_SHADOWMAP
 	#if 0 > 0
 		uniform sampler2D directionalShadowMap[ 0 ];
 		varying vec4 vDirectionalShadowCoord[ 0 ];
 	#endif
 	#if 0 > 0
 		uniform sampler2D spotShadowMap[ 0 ];
 		varying vec4 vSpotShadowCoord[ 0 ];
 	#endif
 	#if 1 > 0
 		uniform sampler2D pointShadowMap[ 1 ];
 		varying vec4 vPointShadowCoord[ 1 ];
 	#endif
 	float texture2DCompare( sampler2D depths, vec2 uv, float compare ) {
 		return step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );
 	}
 	float texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {
 		const vec2 offset = vec2( 0.0, 1.0 );
 		vec2 texelSize = vec2( 1.0 ) / size;
 		vec2 centroidUV = floor( uv * size + 0.5 ) / size;
 		float lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );
 		float lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );
 		float rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );
 		float rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );
 		vec2 f = fract( uv * size + 0.5 );
 		float a = mix( lb, lt, f.y );
 		float b = mix( rb, rt, f.y );
 		float c = mix( a, b, f.x );
 		return c;
 	}
 	float getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {
 		float shadow = 1.0;
 		shadowCoord.xyz /= shadowCoord.w;
 		shadowCoord.z += shadowBias;
 		bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );
 		bool inFrustum = all( inFrustumVec );
 		bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );
 		bool frustumTest = all( frustumTestVec );
 		if ( frustumTest ) {
 		#if defined( SHADOWMAP_TYPE_PCF )
 			vec2 texelSize = vec2( 1.0 ) / shadowMapSize;
 			float dx0 = - texelSize.x * shadowRadius;
 			float dy0 = - texelSize.y * shadowRadius;
 			float dx1 = + texelSize.x * shadowRadius;
 			float dy1 = + texelSize.y * shadowRadius;
 			shadow = (
 				texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +
 				texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +
 				texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +
 				texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +
 				texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +
 				texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +
 				texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +
 				texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +
 				texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )
 			) * ( 1.0 / 9.0 );
 		#elif defined( SHADOWMAP_TYPE_PCF_SOFT )
 			vec2 texelSize = vec2( 1.0 ) / shadowMapSize;
 			float dx0 = - texelSize.x * shadowRadius;
 			float dy0 = - texelSize.y * shadowRadius;
 			float dx1 = + texelSize.x * shadowRadius;
 			float dy1 = + texelSize.y * shadowRadius;
 			shadow = (
 				texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +
 				texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +
 				texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +
 				texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +
 				texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +
 				texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +
 				texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +
 				texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +
 				texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )
 			) * ( 1.0 / 9.0 );
 		#else
 			shadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );
 		#endif
 		}
 		return shadow;
 	}
 	vec2 cubeToUV( vec3 v, float texelSizeY ) {
 		vec3 absV = abs( v );
 		float scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );
 		absV *= scaleToCube;
 		v *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );
 		vec2 planar = v.xy;
 		float almostATexel = 1.5 * texelSizeY;
 		float almostOne = 1.0 - almostATexel;
 		if ( absV.z >= almostOne ) {
 			if ( v.z > 0.0 )
 				planar.x = 4.0 - v.x;
 		} else if ( absV.x >= almostOne ) {
 			float signX = sign( v.x );
 			planar.x = v.z * signX + 2.0 * signX;
 		} else if ( absV.y >= almostOne ) {
 			float signY = sign( v.y );
 			planar.x = v.x + 2.0 * signY + 2.0;
 			planar.y = v.z * signY - 2.0;
 		}
 		return vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );
 	}
 	float getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {
 		vec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );
 		vec3 lightToPosition = shadowCoord.xyz;
 		float dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );		dp += shadowBias;
 		vec3 bd3D = normalize( lightToPosition );
 		#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )
 			vec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;
 			return (
 				texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +
 				texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +
 				texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +
 				texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +
 				texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +
 				texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +
 				texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +
 				texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +
 				texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )
 			) * ( 1.0 / 9.0 );
 		#else
 			return texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );
 		#endif
 	}
 #endif
 
 #ifdef USE_BUMPMAP
 	uniform sampler2D bumpMap;
 	uniform float bumpScale;
 	vec2 dHdxy_fwd() {
 		vec2 dSTdx = dFdx( vUv );
 		vec2 dSTdy = dFdy( vUv );
 		float Hll = bumpScale * texture2D( bumpMap, vUv ).x;
 		float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;
 		float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;
 		return vec2( dBx, dBy );
 	}
 	vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {
 		vec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );
 		vec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );
 		vec3 vN = surf_norm;
 		vec3 R1 = cross( vSigmaY, vN );
 		vec3 R2 = cross( vN, vSigmaX );
 		float fDet = dot( vSigmaX, R1 );
 		fDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );
 		vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );
 		return normalize( abs( fDet ) * surf_norm - vGrad );
 	}
 #endif
 
 #ifdef USE_NORMALMAP
 	uniform sampler2D normalMap;
 	uniform vec2 normalScale;
 	#ifdef OBJECTSPACE_NORMALMAP
 		uniform mat3 normalMatrix;
 	#else
 		vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {
 			vec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );
 			vec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );
 			vec2 st0 = dFdx( vUv.st );
 			vec2 st1 = dFdy( vUv.st );
 			float scale = sign( st1.t * st0.s - st0.t * st1.s );
 			vec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );
 			vec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );
 			vec3 N = normalize( surf_norm );
 			mat3 tsn = mat3( S, T, N );
 			vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;
 			mapN.xy *= normalScale;
 			mapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );
 			return normalize( tsn * mapN );
 		}
 	#endif
 #endif
 
 #ifdef USE_SPECULARMAP
 	uniform sampler2D specularMap;
 #endif
 #if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )
 	uniform float logDepthBufFC;
 	varying float vFragDepth;
 #endif
 
 #if 0 > 0
 	#if ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )
 		varying vec3 vViewPosition;
 	#endif
 	uniform vec4 clippingPlanes[ 0 ];
 #endif
 
 void 	
 					main() {
 
 						if(uDepthPeel != 0 && uLayer != 0 ){
 						
 						    vec2 screenPos = gl_FragCoord.xy * uScreenSize;
 						    
 						    float prevDepth = unpackRGBAToDepth(texture2D(uPrevDepthTexture,screenPos));
 						    
 						    if(prevDepth + uDepthOffset - gl_FragCoord.z >= 0. ){
 						   	    discard;
 						    	
 						gl_FragColor.xyz *= gl_FragColor.a;
 					}
 					
 							
 						gl_FragColor.xyz *= gl_FragColor.a;
 					}
 					
 				    	
 						gl_FragColor.xyz *= gl_FragColor.a;
 					}
 					
 					
 #if 0 > 0
 	vec4 plane;
 	
 	#if 0 < 0
 		bool clipped = true;
 		
 		if ( clipped ) discard;
 	#endif
 #endif
 
 	vec4 diffuseColor = vec4( diffuse, opacity );
 	ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
 	vec3 totalEmissiveRadiance = emissive;
 #if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )
 	gl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5;
 #endif
 #ifdef USE_MAP
 	vec4 texelColor = texture2D( map, vUv );
 	texelColor = mapTexelToLinear( texelColor );
 	diffuseColor *= texelColor;
 #endif
 
 #ifdef USE_COLOR
 	diffuseColor.rgb *= vColor;
 #endif
 #ifdef USE_ALPHAMAP
 	diffuseColor.a *= texture2D( alphaMap, vUv ).g;
 #endif
 
 #ifdef ALPHATEST
 	if ( diffuseColor.a < ALPHATEST ) discard;
 #endif
 
 float specularStrength;
 #ifdef USE_SPECULARMAP
 	vec4 texelSpecular = texture2D( specularMap, vUv );
 	specularStrength = texelSpecular.r;
 #else
 	specularStrength = 1.0;
 #endif
 #ifdef FLAT_SHADED
 	vec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );
 	vec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );
 	vec3 normal = normalize( cross( fdx, fdy ) );
 #else
 	vec3 normal = normalize( vNormal );
 	#ifdef DOUBLE_SIDED
 		normal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );
 	#endif
 #endif
 
 #ifdef USE_NORMALMAP
 	#ifdef OBJECTSPACE_NORMALMAP
 		normal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;
 		#ifdef FLIP_SIDED
 			normal = - normal;
 		#endif
 		#ifdef DOUBLE_SIDED
 			normal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );
 		#endif
 		normal = normalize( normalMatrix * normal );
 	#else
 		normal = perturbNormal2Arb( -vViewPosition, normal );
 	#endif
 #elif defined( USE_BUMPMAP )
 	normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );
 #endif
 
 #ifdef USE_EMISSIVEMAP
 	vec4 emissiveColor = texture2D( emissiveMap, vUv );
 	emissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;
 	totalEmissiveRadiance *= emissiveColor.rgb;
 #endif
 
 BlinnPhongMaterial material;
 material.diffuseColor = diffuseColor.rgb;
 material.specularColor = specular;
 material.specularShininess = shininess;
 material.specularStrength = specularStrength;
 
 
 GeometricContext geometry;
 geometry.position = - vViewPosition;
 geometry.normal = normal;
 geometry.viewDir = normalize( vViewPosition );
 IncidentLight directLight;
 #if ( 1 > 0 ) && defined( RE_Direct )
 	PointLight pointLight;
 	
 		pointLight = pointLights[ 0 ];
 		getPointDirectLightIrradiance( pointLight, geometry, directLight );
 		#ifdef USE_SHADOWMAP
 		directLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ 0 ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ 0 ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;
 		#endif
 		RE_Direct( directLight, geometry, material, reflectedLight );
 	
 #endif
 #if ( 0 > 0 ) && defined( RE_Direct )
 	SpotLight spotLight;
 	
 #endif
 #if ( 0 > 0 ) && defined( RE_Direct )
 	DirectionalLight directionalLight;
 	
 #endif
 #if ( 0 > 0 ) && defined( RE_Direct_RectArea )
 	RectAreaLight rectAreaLight;
 	
 #endif
 #if defined( RE_IndirectDiffuse )
 	vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );
 	#if ( 0 > 0 )
 		
 	#endif
 #endif
 #if defined( RE_IndirectSpecular )
 	vec3 radiance = vec3( 0.0 );
 	vec3 clearCoatRadiance = vec3( 0.0 );
 #endif
 
 #if defined( RE_IndirectDiffuse )
 	#ifdef USE_LIGHTMAP
 		vec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;
 		#ifndef PHYSICALLY_CORRECT_LIGHTS
 			lightMapIrradiance *= PI;
 		#endif
 		irradiance += lightMapIrradiance;
 	#endif
 	#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )
 		irradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );
 	#endif
 #endif
 #if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )
 	radiance += getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), maxMipLevel );
 	#ifndef STANDARD
 		clearCoatRadiance += getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), maxMipLevel );
 	#endif
 #endif
 
 #if defined( RE_IndirectDiffuse )
 	RE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );
 #endif
 #if defined( RE_IndirectSpecular )
 	RE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );
 #endif
 
 #ifdef USE_AOMAP
 	float ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;
 	reflectedLight.indirectDiffuse *= ambientOcclusion;
 	#if defined( USE_ENVMAP ) && defined( PHYSICAL )
 		float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );
 		reflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );
 	#endif
 #endif
 
 	vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;
 #ifdef USE_ENVMAP
 	#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )
 		vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );
 		vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );
 		#ifdef ENVMAP_MODE_REFLECTION
 			vec3 reflectVec = reflect( cameraToVertex, worldNormal );
 		#else
 			vec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );
 		#endif
 	#else
 		vec3 reflectVec = vReflect;
 	#endif
 	#ifdef ENVMAP_TYPE_CUBE
 		vec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );
 	#elif defined( ENVMAP_TYPE_EQUIREC )
 		vec2 sampleUV;
 		reflectVec = normalize( reflectVec );
 		sampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;
 		sampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;
 		vec4 envColor = texture2D( envMap, sampleUV );
 	#elif defined( ENVMAP_TYPE_SPHERE )
 		reflectVec = normalize( reflectVec );
 		vec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );
 		vec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );
 	#else
 		vec4 envColor = vec4( 0.0 );
 	#endif
 	envColor = envMapTexelToLinear( envColor );
 	#ifdef ENVMAP_BLENDING_MULTIPLY
 		outgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );
 	#elif defined( ENVMAP_BLENDING_MIX )
 		outgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );
 	#elif defined( ENVMAP_BLENDING_ADD )
 		outgoingLight += envColor.xyz * specularStrength * reflectivity;
 	#endif
 #endif
 
 	gl_FragColor = vec4( outgoingLight, diffuseColor.a );
 #if defined( TONE_MAPPING )
   gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );
 #endif
 
   gl_FragColor = linearToOutputTexel( gl_FragColor );
 
 #ifdef USE_FOG
 	#ifdef FOG_EXP2
 		float fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );
 	#else
 		float fogFactor = smoothstep( fogNear, fogFar, fogDepth );
 	#endif
 	gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );
 #endif
 
 #ifdef PREMULTIPLIED_ALPHA
 	gl_FragColor.rgb *= gl_FragColor.a;
 #endif
 
 #if defined( DITHERING )
   gl_FragColor.rgb = dithering( gl_FragColor.rgb );
 #endif
 
 	
 						gl_FragColor.xyz *= gl_FragColor.a;
 					}
 					
 
 				
 				